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diff --git a/subpages/Comments/BSP_Viewer.html b/subpages/Comments/BSP_Viewer.html index f567203..f28ce95 100644 --- a/subpages/Comments/BSP_Viewer.html +++ b/subpages/Comments/BSP_Viewer.html @@ -100,13 +100,8 @@ <div class="space"></div> </div> </div><br> - <div class="offsets">[ 1 <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=15#p83">2</a> - <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=30#p83">3</a> - <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=45#p83">4</a> - ]</div><br> + + <div class="group"> <div class="heading2"> <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c646" @@ -277,13 +272,583 @@ but i guess the images are understandable enought for anyone else<br> http://hlds.pl/page.php?id=28&pg=3</div> </div><br> - <div class="offsets">[ 1 <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=15#p83">2</a> - <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=30#p83">3</a> - <a - href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&o=45#p83">4</a> - ]</div><br> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1829" + href="index.php?a=1517">venin</a></span><span class="right">Posted: Jan 14th, 2006 - 7:34:55 + pm</span> + <div class="space"></div> + </div> + <div class="content">Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in + millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the + format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1833" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Jan 16th, 2006 - 6:02:25 pm</span> + <div class="space"></div> + </div> + <div class="content">It's a problem with the lib3ds library BSPViewer uses. If you can import into other + 3D packages you could try exporting to a different format from them.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1862" + href="index.php?a=1996">Talia</a></span><span class="right">Posted: Feb 5th, 2006 - 12:36:56 + am</span> + <div class="space"></div> + </div> + <div class="content">Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the + life of me get this configured to read the wad files. <br /> + Can you tell me what paths it's trying to read the wad in?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1863" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Feb 5th, 2006 - 2:45:56 am</span> + <div class="space"></div> + </div> + <div class="content">The current version does not support WON installations, email me at <a + href="https://web.archive.org/web/20180414014035/mailto:[email protected]">[email protected]</a> + and I'll send you the last version that did.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1922" + href="index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 12:47:12 + pm</span> + <div class="space"></div> + </div> + <div class="content">It works like a charme and the lightmaps are aligned properly as well. ^^<br /> + I especially like the option to freeze the visibility algorithm.<br /> + There is one question I'd like to ask you: Why do you use .NET?<br /> + Because it's safer in terms of memory leaks?<br /> + Because it is future oriented and you like the latest wizbang?<br /> + Because it's 'platform independent'?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1923" + href="index.php?a=376">Bluefang</a></span><span class="right">Posted: Mar 14th, 2006 - 2:29:21 + pm</span> + <div class="space"></div> + </div> + <div class="content">I would think that the answer to that is because it's easier to write and manage code + with .NET.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1924" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 4:35:42 pm</span> + <div class="space"></div> + </div> + <div class="content">I use it because I prefer to write C++ code, and managed .NET code can interop + transparently with unmanaged C++ code. This means I can write "normal" C++ code and still take + advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with + very little effort (as well as other services like cryptology and networking).<br /> + <br /> + As for your points:<br /> + Unmanaged code C++ does not use the garbage collector.<br /> + <br /> + Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in + v3.0).<br /> + <br /> + Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my + code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can + be ported.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1925" + href="index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 6:06:11 + pm</span> + <div class="space"></div> + </div> + <div class="content">Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would + convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made + friends with Delphi early, which both easy to use and fast and compact and ... the third language in the + list that supports managed .NET code. ;)</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1926" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 7:37:58 pm</span> + <div class="space"></div> + </div> + <div class="content">Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I + converted it to C#, the only thing I don't really like about it is its syntax.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1931" + href="index.php?a=2054">joselitosn</a></span><span class="right">Posted: Mar 19th, 2006 - 11:52:32 + am</span> + <div class="space"></div> + </div> + <div class="content">Version 1.5.5 give this error:<br /> + Invalid Hllib.dll version number.<br /> + <br /> + Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed <img + src="../../images/emotes/sad.gif" width="32" + height="32" alt="sad" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1932" + href="index.php?a=1">Nem</a></span><span class="right">Modified: Mar 19th, 2006 - 12:35:53 pm</span> + <div class="space"></div> + </div> + <div class="content">Sorry, fixed the installer, and you don't need .NET v2.0...</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1937" + href="index.php?a=2063">ert</a></span><span class="right">Posted: Mar 24th, 2006 - 7:35:35 pm</span> + <div class="space"></div> + </div> + <div class="content">Could you add an entity search function to the bsp viewer, it doesn't need to be any + more advanced than Hammer's function (allows you to search by keys or values on their own or as KV + pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys + or values in the lower-left pane and it would give you the option to automatically search for say a + target field.<br /> + <br /> + Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin + orange lines used to highlight an entity don't stand out too well. There should be a setting to control + the thickness and colour of these lines, should be pretty simple to do and it would solve the problem + nicely :)<br /> + <br /> + And finally, the draw distance should be increased to at least 14200 so that you can see everything, + even when looking from one corner of the map to the other.<br /> + <br /> + Nice work btw.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1946" + href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:57:36 + am</span> + <div class="space"></div> + </div> + <div class="content">Any chance of getting this program to export into vmf format? Or at least map format + where you make the walls solid and not made out of numerous 1 unit thick faces? <br /> + This could be an excelant tool for converting half life 1 maps to source.<br /> + <br /> + I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to + be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit + think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do + not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a + great deal of work and grey hairs :)<br /> + <br /> + Excelant program though, by far the best half life program I have ever used.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1949" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:04:16 pm</span> + <div class="space"></div> + </div> + <div class="content">ert:<br /> + I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty + doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be + corrected when it leaves Alpha. I will try to incorporate your suggestions into it.<br /> + <br /> + redcomet:<br /> + As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting + .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map + and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map + files BSP Viewer into Hammer?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1951" + href="index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 10:32:05 + pm</span> + <div class="space"></div> + </div> + <div class="content">Well yes, I can import the map files into hammer. But it takes a bit of trickery. + When you export the map file you add a bunch of useless spaces,<br />ie,<br /> + <div class="vbtitle">Code:</div> + <div class="vbcode"><br />{<br /> {<br /> (292902, 222, 3333) etc<br /> (etc)<br /> }<br />}<br /></div> + <br /> + <br /> + Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end + up with this:<br /> + <br /> + {<br /> + }<br /> + (28238483 34342 2233) etc<br /> + (etc)<br /> + }<br /> + }<br /> + <br /> + I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey + walls. <br /> + <br /> + But the main problem is that when you export the map files you take all the solids and hollow them all + by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls... <br /> + <br /> + I know that all decompilers do this, but I was using your program and I looks at the walls your BSP + class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking + that somewhere in your program, instead of making the map file solids off of the right, display size + solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read + straight from the bsp and not from the nice map you build in the program. <br /> + In either case, I find it extremly frustrating.<br /> + <br /> + In hammer, it does not build map files created by decompilers such as bsp2map and this because of all + the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to + convert maps is first get the map file, load it into hammer, and before we can even compile it to look + around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block. <br /> + </div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">31.</span> <a name="c1952" + href="index.php?a=1">Nem</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:03:53 pm</span> + <div class="space"></div> + </div> + <div class="content">Ah, I see (I would have thought those tools could parse the white space, + weird).<br /><br />Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG + process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a + polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that, + when intersected, form polygons. When these planes are removed or split by the CSG process, the original + brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new + brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as <a + href="https://web.archive.org/web/20180414014122/http://developer.valvesoftware.com/wiki/WinBSPC">WinBSPC</a>) + construct one large brush that engulfs the entire world, then "hollow" it out subtracting the + BSP geometry and breaking up the brush into smaller convex brushes. This process creates more + "brush like" results, but is still nothing close to how one would actually map.<br /> + <br /> + This is why there are no good BSP decompilers, it is a really hard problem to solve. Half-Life 2 has a + better BSP decompiler (VMEX) but only because the original brushes are stored in the BSP along with the + CSG polygon soup.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">32.</span> <a name="c1953" + href="index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:49:09 + pm</span> + <div class="space"></div> + </div> + <div class="content">Yes I understand now, I read some of your comments on the Map file Format on VERC and + looked at the source. <br /> + <br /> + I understand that what you are doing is reading the bsp, constructing the normals and distances, etc, + and building a brush. However, I do see an approach that can make good map files.<br /> + <br /> + What I realized from looking at these map files you generate is that each section describes a face, not + a brush. So when hammer loads it I assume it screws with it and forces it to be atleast 1 unit thick and + then it interects with the other 'faces' you wrote to the map file. But why not do this instead of + writing faces as if they were brushes.<br /> + <br /> + You have good solids inside your program, and I know that the map file format is to read three points + from the line, generate a normal and distance to get a plane, which it then used with the other 5 lines + to calculate a volumn for the total brush. Your program does this, but when saving the map file it saves + each face as a brush, with each face getting its own 6 line segment in the map file. <br /> + Why not instead, forget the original bsp, and make the map file off of your displayed map. For instance, + I am not 100% sure on the process yet, but take a face on one of the solids, define three points + somewhere on it, and write that line to the map file. Then move onto the next face, define three points + on it, then write the next line. And do that for all 6 lines on a segment. That way when hammer goes to + make the normals and planes, one brush is defined by 1 segment instead of 6, which causes the 1 unit + thick walls.<br /> + <br /> + Now that I know whats up, I downloaded your map view source, and though I will have a much harder time + trying to convert a 6 segment solid into a 1 segment solid, I am going to start trying to write a + program that will do it. It might take some tinkering, but I a sure that when a program that actually + makes solids instead of faces will become imensly popular. I know me and my mod crew will use it a lot. + <br /> + <br /> + Which by the way, in your map view source, there is a typo.<br /> + In the MapViewer.rc file you incude resource2.h, and not resource.h which is what exsists, Resource2 + doesnt. If doesnt compile right off the bat, but when I changed the MapViewer.rc file it worked.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">33.</span> <a name="c1955" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Apr 4th, 2006 - 11:23:06 am</span> + <div class="space"></div> + </div> + <div class="content">I'm not sure if I fully understand you (or maybe you don't fully understand me). + Brushes, by nature, must be <a + href="https://web.archive.org/web/20180414014122/http://en.wikipedia.org/wiki/Convex">convex</a>. But + BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is + into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature + and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and + combining them into a brush, therein lies the problem!<br /> + <br /> + <br /> + BTW, MAP Viewer's source is old and quite poor.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">34.</span> <a name="c1957" + href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 4th, 2006 - 11:56:07 + am</span> + <div class="space"></div> + </div> + <div class="content">I know that going from bsp to map is difficult, and most decompilers fail with their + 1 unit walls. I discovered that what they are doing is describing each face in the map file. The regular + map file format is supposed to start with a {, then go for 6 lines in which is describes 6 faces for a + solid. Then when it loads the map it finds the normal, dot product, etc, you know all + this.<br /><br />What you and other decompilers do is instead of using those 6 lines to describe a full + solid (like a wall) you use these sections, denoted by the {}'s to describe each face. So instead of + this:<br /><br /> + <div class="vbtitle">Code:</div> + <div class="vbcode"><br />{<br />(a face)<br />(a face)<br />(a face)<br />(a face)<br />(a + face)<br />(a face)<br />}<br /></div><br /><br />you generate this:<br /><br /> + <div class="vbtitle">Code:</div> + <div class="vbcode"><br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a + face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />{<br />(a + face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face + of a face)<br />(a face of a face)<br />}<br />{<br />(a face of a face)<br />(a face of a + face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a + face)<br />}<br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a + face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />etc..<br /></div><br /> + <br /> + And together these 6 sections you create actually represent one solid. So in hammer's eyes it seems like + you are creating numerous solids to build a solid. Instead of numerous faces to make a face.<br /> + <br /> + I do not know if I can explain it better :( But thats sort of not important.<br /> + <br /> + What I get, is that going from bsp to map is very hard.<br /> + But what I see is you creating a 3d world with the bsp.<br /> + A 3d world with vertices and planes and solid walls<br /> + <br /> + So what I am saying is that instead of going bsp to map, go bsp to 3d world to map.<br /> + <br /> + Use the coords you can pick up off of the display to go backwards through the vector normalize/dot + product loop you described in VERC<br /> + http://collective.valve-erc.com/index.php?go=map_format<br /> + <br /> + to build a good map file. + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">35.</span> <a name="c1959" + href="index.php?a=1">Nem</a></span><span class="right">Modified: Apr 5th, 2006 - 11:22:26 am</span> + <div class="space"></div> + </div> + <div class="content">Well you clearly understand the problem, but the solution is a lot harder that simply + combining the faces.<br /> + <br /> + Consider a single brush crate. If this brush was made an entity then yes, all six faces of the bush + would be present in the BSP and you could easily construct one brush for the decompiled faces. However, + if the crate is on the ground and a world brush, it would only have five faces, and it if was also + against a wall, it would only have four, and if it was also in a corner, it would only have three, and + if it also had another crate on top of it, it would only have two. Ignoring the fact that it is hard to + know which faces make up the crate, in each case where there is a face missing, there are infinitely + many ways to add faces to create a brush, and adding these faces must be done in such a way that doesn't + protrude into the BSP (and makes sense). A lot of the time brushes are reduced to just one face in the + BSP.<br /> + <br /> + This brings us to the other problem. How do you know which faces should be part of a brush if they exist + in a polygon soup? There is no way to know. You can estimate by checking proximity and whether or not + combining faces results in a convex solid, but it is still a tricky problem.<br /> + <br /> + Furthermore, the faces in a BSP are even more mangled by because they are split by other geometry and to + produce smaller concave nodes (think of how a staircase splits up). These faces must be reunited in a + convex manor, but again there are many ways of doing this.<br /> + <br /> + I'm not trying to deter you from trying, I'm just trying to make sure you understand the problem and why + I have never spent a lot of time trying to get BSP Viewer to export usable MAP files. Good luck!<br /> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">36.</span> <a name="c1966" + href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 5th, 2006 - 1:25:59 + am</span> + <div class="space"></div> + </div> + <div class="content">Well I did not know about the face deletion problem. <br /> + <br /> + I really wish I could sit down and write a good converter, unfortunetly I am getting swamped with + different projects and other garbage I thought was done a long time ago.. <br /> + <br /> + I will continue thinking about it and maybe contributing tio a program little by little. I hate having + my mappers go through and move all the walls from being 6 faces 1 unit hollow brushes to full walls. + Thats why I asked. Your program seemed to do a very good job of constructing the solids. <br /> + <br /> + I am still debating, I am not sure which is easier, a program that will read bad map files and convert + them, or a program that will read 3d vertices from your 3d view and construct brushes off of that.. + <br /> + <br /> + I really like that hollowing idea that you told me about, I decompiled a few maps with that program and + got considerably better results. Its just to bad it doesn't work for most maps.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2697" + href="index.php?a=2393">edman747</a></span><span class="right">Posted: Nov 1st, 2007 - 10:21:16 + am</span> + <div class="space"></div> + </div> + <div class="content">hi, thanks Nem. <br /> + I really like bsb viewer. sometimes when loading one of the half-life single player maps(HLSP). using a + pak0 everything is gray. so i just use the half-life.gcf then the map looks normal.<br /> + <br /> + things like func_monsterclip, trigger_once and trigger_changelevel often have some weird texture applied + to them? I have to fly through them to see the rest of the map.<br /> + <br /> + now to the question: do you have a spawn point tool? Kinda like bsb viewer where I could fly to the spot + where I want to put a spawn point and have a player model show up where each spawn point is.<br /> + <br /> + if no, do you know of one? have used spawnpointeditor 1.3 by Michael.A.C.Pink<br /> + It has some utility but the wire frame display of the map. makes it hard to add multiple spawn points. + very difficult on the HLSP maps where things can be kind of tight.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2709" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 10th, 2007 - 12:04:43 pm</span> + <div class="space"></div> + </div> + <div class="content">Kinda. In the entities tab, you can add and duplicate info_player_start entities + using the context menu. Once you have added your new spawns, you can export a .ent file from the File + menu, then import you entities back into your .bsp using ripent.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2807" + href="index.php?a=3175">the-dead</a></span><span class="right">Posted: Feb 22nd, 2008 - 1:26:50 + pm</span> + <div class="space"></div> + </div> + <div class="content">I have a question to this program...<br /> + can i edit a map with it??? i have loded a bsp and now, i wanna edit and save. is this possible???<br /> + <br /> + <br /> + thx the-dead</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2896" + href="index.php?a=3311">Ean</a></span><span class="right">Modified: Jun 16th, 2008 - 9:24:09 + am</span> + <div class="space"></div> + </div> + <div class="content">how do you export lightmaps? milkshape wont import the meshes and ac3d wont import + lightmaps. Also, I noticed the poly count is much higher in ac3d than bsp viewer (even with no culling) + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2897" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Jun 17th, 2008 - 3:48:24 pm</span> + <div class="space"></div> + </div> + <div class="content">BSP Viewer has been replaced by Crafty (which included the ability to export + lightmaps).</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">42.</span> <a name="c3346" + href="index.php?a=4017">Bourne</a></span><span class="right">Modified: Mar 13th, 2010 - 5:55:23 + pm</span> + <div class="space"></div> + </div> + <div class="content">Everytime i try to open a .bsp i get the following error message, : <br /> + "Error loading BSP file: Invalid Half-Life BSP file format."<br /> + i have done everything correct and it still says that. Please help!<br /> + <br /> + but everything else is perfect!</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">43.</span> <a name="c3347" + href="index.php?a=1704">maban</a></span><span class="right">Posted: Mar 13th, 2010 - 6:42:09 + pm</span> + <div class="space"></div> + </div> + <div class="content">BSP Viewer hasn't been updated in 4 years. Use Crafty instead.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">44.</span> <a name="c3348" + href="index.php?a=4017">Bourne</a></span><span class="right">Posted: Mar 13th, 2010 - 7:40:51 + pm</span> + <div class="space"></div> + </div> + <div class="content">oh, alright. thanks i was in a rush at the time</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">45.</span> <a name="c3660" + href="index.php?a=4440">Patrick Star</a></span><span class="right">Posted: Nov 20th, 2011 - 11:44:16 + pm</span> + <div class="space"></div> + </div> + <div class="content">i decompile a map but none of the func_walls show up</div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">46.</span> <a name="c3674" + href="index.php?a=4466">adarhyme</a></span><span class="right">Posted: Jan 7th, 2012 - 4:22:35 + am</span> + <div class="space"></div> + </div> + <div class="content">Dont download link!!!!<br /> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">47.</span> <a name="c3690" + href="index.php?a=2633">INsane</a></span><span class="right">Modified: Feb 21st, 2012 - 4:49:07 + am</span> + <div class="space"></div> + </div> + <div class="content">Found another use for this old tool, getting a old HL1 .bsp to VMF in the latest + hammer.<br /><br />Some old maps decompile with decompilers and some don't, some have a lot of invalid + structures and hammer will not open them, some do.<br /><br />If you find nothing else works to get the + old structure of a .bsp, try this....<br /><br />The BSPViewer and Crafty .bsp to .map then to .vmf + Method:<br /><br />1. With BSPViewer. Open the .bsp file, go to "File" and Export select + "MAP File", un-tick "Bevel Brushes" and "Use Null textures" OK and give it + a name, save as a .map.<br /><br />2. Now open that saved file with Crafty, select "File" and + "Export", drop down the "Save as Type" select VMF, give it a name.<br /><br />Open + the VMF with Hammer, it may give an error about could not load some solids, just continue without them, + (press "Yes") it will look nuts, all orange and heaps of 1 unit walls.<br /><br />If you now + go to the "VisGroups" and un-tick World Geometry what you may end up with are some structures + like trees, tables, chairs, arches without a heap of walls in the way. These are Brush entities, that + may be enough to start to build a source map from the old structure and have it very close to the same + layout.<br /><br />I know there are easy ways, <u>this is only for HL1 maps that you keep getting + crashes when trying to open a decompliled .map or .vmf</u>, seems to get rid of a few bad eggs in the + file.<br /> + <br /> + More here:<br /> + http://www.dodbits.com/dods/index.php/hl2-mapping/61-porting-old-half-life-1-maps </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">48.</span> <a name="c3932" + href="index.php?a=12847">PancakeBre</a></span><span class="right">Modified: Oct 8th, 2014 - 8:00:43 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hi everyone, i'm tryng to convert "zs_Castle_keep.bsp" (workshop of source + filmaker) in OBJ, it opens but the viewer doesn't load any texture.<br /> + I tried to open the bps with the material browser and in it there all all the texture, so how can I load + them with object viewer?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">49.</span> <a name="c3949" + href="index.php?a=12909">Gennaro-HL</a></span><span class="right">Posted: Feb 23rd, 2015 - 5:00:33 + am</span> + <div class="space"></div> + </div> + <div class="content">Hi, I have a problem with the "BSPViewer" I do not load the map textutas + (Crossfire.bsp)<br /><br />ERROR: Failed to load gfx \ env \ 2desertft.tga.<br />Failed to load + sky.<br /><br />Any solution.<br /><br /><img + src="https://web.archive.org/web/20180414014153im_/http://i.imgur.com/5AzlfLL.png" alt="" + border="0" /><br /> + <br /> + </div> + </div><br /> + </div> <div class="main_sidebar"> |